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Timestamp:
03/21/12 18:36:20 (3 years ago)
Author:
robert
Message:

Ran script to remove trailing spaces and tabs

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1 modified

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  • OpenSceneGraph/trunk/src/osgPlugins/txp/trpage_geom.h

    r12538 r13041  
    148148       This returns the number of terrain LODs in the file.  It will be at least 1. 
    149149       See trpgAttach for instructions on how to hook the terrain LODs together. 
    150        
    151        For version 2.1 and over, this number represent the depest lod that was found  
    152        in the gaming area. With variable lod, tiles will not ncessarily fill out all of  
     150 
     151       For version 2.1 and over, this number represent the depest lod that was found 
     152       in the gaming area. With variable lod, tiles will not ncessarily fill out all of 
    153153       the gaming area for all of the lods. trpgAttach node are no longer used, instead 
    154154       see trpgChildRef 
     
    191191    } 
    192192    bool    GetIsMaster() const 
    193     {  
     193    { 
    194194        return ((flags & ISMASTER)==ISMASTER); 
    195195    } 
     
    259259    void    SetEnvMode(int); 
    260260    // Values used by SetMinFilter and SetMagFilter 
    261     enum {Point, Linear, MipmapPoint, MipmapLinear,  
     261    enum {Point, Linear, MipmapPoint, MipmapLinear, 
    262262      MipmapBilinear, MipmapTrilinear, Nearest}; 
    263263    // Set the Minification filter for a texture 
     
    285285    /* The Minification and Magnification filters control how texture 
    286286       mipmap levels are used.  We support the values: Point, Linear, 
    287        MipmapPoint, MipmapLinear,  
     287       MipmapPoint, MipmapLinear, 
    288288       MipmapBilinear, MipmapTrilinear, Nearest 
    289289    */ 
     
    494494 
    495495    // Note: Need to do equality operator 
    496      
     496 
    497497protected: 
    498498    bool isBump; 
     
    718718    // Set the transparent scale for Performer Lights 
    719719    void SetPerformerTpScale( float64 ); 
    720      
     720 
    721721    // Set the transparent clamp for Performer Lights 
    722722    void SetPerformerTpClamp( float64 ); 
     
    945945    // operator 
    946946    trpgLightTable & operator = (const trpgLightTable &); 
    947      
     947 
    948948    typedef std::map<int,trpgLightAttr> LightMapType; 
    949949    LightMapType *getLightMap() { return &lightMap; } 
     
    10231023/* The Range Table is new to 2.0.  The goal is to provide information about 
    10241024   certain classes of features within a TerraPage database.  It's intended 
    1025    to solve the following problem.   
    1026      
     1025   to solve the following problem. 
     1026 
    10271027   Let's say that you have an Image Generator that must draw a given TerraPage 
    1028    database at 60Hz.  However, it's only hitting 30Hz reliably.  Often, some  
     1028   database at 60Hz.  However, it's only hitting 30Hz reliably.  Often, some 
    10291029   feature set (e.g. bushes) must be sacrified in order to reach the target frame rate. 
    10301030   Determining which features can be throttled back can often be very difficult. 
     
    10461046   allow run-time systems to tell users what they're dropping (or allow them to pick). 
    10471047   The priority is there to tell systems what to get rid of first (according to the 
    1048    user who build the TerraPage archive).   
    1049      
     1048   user who build the TerraPage archive). 
     1049 
    10501050   Priorities are relative to each other within the Range Table.  There can be 
    10511051   duplicates and there may be holes in the numbering. 
     
    10591059    ~trpgRangeTable(void); 
    10601060 
    1061     // Get the given range info  
     1061    // Get the given range info 
    10621062    bool    GetRange(int id,trpgRange &) const; 
    10631063 
     
    11091109   This is your central index for materials.  If you can handle the multiple channels/sub-tables 
    11101110   then you can access those as you need.  If you can't, just use 0 for the sub-table index where appropriate. 
    1111      
     1111 
    11121112   If you're doing a TerraPage writer you'll need to build up a trpgMatTable to pass to 
    11131113   trpgwArchive.  If you're only doing a single sub-table (i.e. visible materials only) 
     
    11381138    //void    SetMaterial(int subTable,int mat,const trpgMaterial &); 
    11391139    void    SetMaterial(int,const trpgMaterial &); 
    1140      
     1140 
    11411141    /* This function should be used if you only have a single material sub-table. 
    11421142       It searches for a matching material and then adds a new one if it doesn't 
     
    13581358    int32    MipLevelSize(int miplevel); 
    13591359 
    1360     // Returns the offset of the mip level in the whole texture data buffer  
     1360    // Returns the offset of the mip level in the whole texture data buffer 
    13611361    int32    MipLevelOffset(int miplevel); 
    13621362 
     
    15011501    } 
    15021502protected: 
    1503      
     1503 
    15041504    TextureMapType textureMap; 
    15051505    //These are used to initialize the row/col values for 
     
    16651665    } 
    16661666protected: 
    1667      
     1667 
    16681668    ModelMapType modelsMap; 
    16691669}; 
     
    16831683    // Tiles can be stored individually (External and ExternalSaved) or in grouped files (Local). 
    16841684    // ExternalSaved still have an entry in the table. In this case the addess data is not valid. 
    1685     
     1685 
    16861686    enum TileMode {Local,External, ExternalSaved}; 
    16871687 
     
    17031703    bool    GetMode(TileMode &) const; 
    17041704    // Get the disk reference (local) 
    1705     bool    GetTile(int x,int y,int lod,trpgwAppAddress &,float32 &min,float32 &max) const;  
     1705    bool    GetTile(int x,int y,int lod,trpgwAppAddress &,float32 &min,float32 &max) const; 
    17061706 
    17071707    // Validity check 
     
    18641864   the trpgTexture object. 
    18651865 
    1866    The second way of doing texture paging (in version 2.0) is more complex, but  
     1866   The second way of doing texture paging (in version 2.0) is more complex, but 
    18671867   much more powerful.  One of the big problems we encountered with v1.0 was the 
    18681868   enormous proliferation of texture files.  In addition, much information was 
    1869    duplicated between the different terrain resolutions.  Lastly, we (TERREX) have  
     1869   duplicated between the different terrain resolutions.  Lastly, we (TERREX) have 
    18701870   had a lot of success with wavelet compressed image pyramids for solving quite a 
    18711871   few interesting problems.  This second approach to texture paging makes use of 
    18721872   what we've learned from all of this.  The idea is that instead of having lots of 
    1873    little textures, we have a small number of very large images which can support  
     1873   little textures, we have a small number of very large images which can support 
    18741874   extraction at any resolution.  In this way we re-use information between terrain 
    18751875   levels of detail and we cut down on our disk usage, both in terms of number of 
     
    18871887   If you want to page models, you can do so by looking at the list of model IDs 
    18881888   used in a tile. 
    1889      
     1889 
    18901890   If you're doing a TerraPage writer you will need to construct one of these for 
    18911891   each tile that you build (remember that tiles are per-terrain LOD).  You'll want 
     
    24872487    // Get the tile grid location 
    24882488    bool GetTileLoc(int &gx,int &gy,int &glod) const; 
    2489     
     2489 
    24902490 
    24912491    void SetTileAddress(const trpgwAppAddress& gAddr); 
     
    24932493    void SetTileZValue( float gZmin, float gZmax); 
    24942494    bool GetTileAddress(int32& file, int32& offset) const; 
    2495     bool GetTileAddress(trpgwAppAddress& gAddr) const;   
     2495    bool GetTileAddress(trpgwAppAddress& gAddr) const; 
    24962496    bool GetTileZValue( float& gZmin, float& gZmax) const; 
    2497   
     2497 
    24982498 
    24992499    // Validity check 
     
    25112511    // File Location 
    25122512    trpgwAppAddress addr; 
    2513     
     2513 
    25142514    float zmin, zmax; 
    25152515 
     
    28922892protected: 
    28932893    //std::vector<trpgTextStyle> styles; 
    2894      
     2894 
    28952895    StyleMapType styleMap; 
    28962896}; 
     
    30203020    // Get the font style ID.  Points into trpgSupportTable 
    30213021    int        GetSupport(void) const; 
    3022      
     3022 
    30233023    // Write this class to a write buffer 
    30243024    bool    Write(trpgWriteBuffer &); 
     
    30923092    bool isValid(void) const; 
    30933093 
    3094      
     3094 
    30953095    typedef enum {Left,Center,Right,MaxAlignmentType} AlignmentType; 
    30963096